OK, the last thing (I think the last thing) I wanted to talk about is Travel, because honestly, it is an absolute pain in the butt to GM because of all the fiddly little stipulations about whether you can be poisoned on arrival phase, what can be done to you during leaving phase, etc. I would dearly like to simplify it. My idea is to do that by making it a one-phase ability (instead of all the leaving/returning business) and limiting players to a fixed number of uses per game.

TravelNight/Day actionThe player has 2 phases, to be used at any point in the game they wish, that they may travel. In order to travel, the player must send the travel request to the GM the phase they want to be gone (so if you wanted to be gone N2, you'd send in your travel request N2). The player will receive 1 new Travel voucher on D4, and again on D8 should the game last that long.

While you're out of the country, you can't use your actions and actions can't be used on you. I'm wavering on it being discombob'able (A player who sends in travel on N2 and is discombob'd, can't travel) and frightenable (a player frightened N2 will have a travel action fail D2). I kinda think it...probably should be able to be stopped? But I'm open to discussion.

I also personally think arrest (though not pinch/HS/detain) and maybe even APTX should still work; I think it would be better if it was a get-out-of-kill/get-out-of-lynch rather than blanket immunity, especially since it's such a strong proving tool. But if we end up having it be discombob/frightenable, I wouldn't be so reluctant to let APTX fail, so, again, open to discussion.

The roles that would have it are Makoto (if we keep him), Hakuba, and (my idea) Sherry, since she's spent time abroad. I had thought about Haibara having it too, but 2-3 possible roles with this is probably enough

Full disclosure: This is to make GMing easier on me, because I always, always, always mess up travel and I hate dealing with it; I like the idea of a hinder-like ability and I think it'd be a cool thing for Sherry to have, but the hassle outweighs the benefit to me right now. So even if it's not exactly like I stated above, I'll be happy if it's simpler at all.

For Frighten, specifically, since it affects a phase AFTER being used, the Frightener would be notified that their action was successful, but the Travel would not fail and the Traveler would not know they were frightened.

Was originally going to come with a suggestion, but forgot what my idea was about. Might edit post later if it reappears... :x

In the meanwhile--*gives sandwiches to all* \o/

3DS FC:2809 8617 8608“Tea is the magic key to the vault where my brain is kept.” ― Frances Hardinge“If you are cold, tea will warm you;if you are too heated, it will cool you;If you are depressed, it will cheer you;If you are excited, it will calm you.”― William Ewart Gladstone

I'm definitely up for making Travel more simple. Pretty much have been in the same boat as pofa for a while. I'm in full agreement with PT as to how we should handle the other actions around it. But personally wondering if there should be a one phase delay so essentially becomes a two-phase deal. Like if Hakuba uses it on Night 2, he can still be killed before Travel activates but he wouldn't be able to be lynched D2?

@Kleene: I think if we were going to do that we'd might as well remove them permanently =\ But if more people prefer I can keep ALL the roles in the main rules and GMs remove them as they wish.

@Travel: Yeah I talked about the possibility of handing in a travel request a phase before travel actually happens, and I guess that could be OK? I just honestly wanted it as simple as possible. If we did the notice thing (Hand in request D1 to travel N2), it could be frightened if the BO frightened the person N1, whereas with the "one phase" plan, the consensus seems to be that it can't be frightened or discombob'd. Whatever, honestly; either way--as long as there's no ambiguity whatsoever that the phase in which they hand in the notice they can be lynched/killed/acted on exactly as normal; they're not immune to anything until they're out of the country.

@Kleene/Yuriko: Leaving all the roles in the main post and having the GMs notify players if they take any out sounds good to me, since that would let GMs customize based on game size.

@Sleeping pill: Also sounds good; if Sherry had Research, Sleeping pill, and the new Travel, would that be too much? Should it be Sleeping Pill OR Research (only one action per 2 phases)? Similarly Araide, Sleeping Pill OR Heal? I think Arrest should still be useable if you're "asleep," since discombob doesn't stop that either. Whatever can be discombob'd, can be nixed with Sleeping Pill imo, and I think it should be a crime; you ought to be able to arrest someone for it with the same keyword as APTX.

Any town roles want Research? I almost wanna let Agasa have it *shifty*

If we give Research to any townies, we'll need to change it slightly, I think? Since right now, it's only good for locating townies (BO actions, blamed actions, fake actions do not show up). Unless we want it so Agasa can only search for town actions. XD Which might be an interesting dynamic and I would totally be up for trying that.

As for Sherry with all three actions, I think we should test it out and then go from there? Because as it is, I'm not sure how much use the actions will be together?

Yeah that's true; I guess we'd have to decide whether Agasa not being able to detect BS actions, BO actions, or Blamed actions would give Agasa too much power, since it would be an actual Black Suitcase/Blame detector :x If the BO is trying to claim and fake something like CE, Agasa would know it didn't really happen.

Maybe force him to decide between giving out his items or using research? XD I just thought of agasa and was like "Hey maybe being Agasa would be more fun with this"

PhoenixTears wrote:If we give Research to any townies, we'll need to change it slightly, I think? Since right now, it's only good for locating townies (BO actions, blamed actions, fake actions do not show up). Unless we want it so Agasa can only search for town actions. XD Which might be an interesting dynamic and I would totally be up for trying that.

Well, it is in Agasa's best interest to locate townies to avoid giving out his stuff to BO.

Research, in it's current version, is a lesser version of Detect for town abilities. Would he be able to locate town abilities with crimes? It would be an instant way of proving a town disguiser/trickster/thief since, in the ability's current version, he will not be able to research Vermouth/Irish/Anokata's actions.

I think I'll be over here in the corner supporting the limitation of 1 gadget giveaway if he uses Research the night before.

3DS FC:2809 8617 8608“Tea is the magic key to the vault where my brain is kept.” ― Frances Hardinge“If you are cold, tea will warm you;if you are too heated, it will cool you;If you are depressed, it will cheer you;If you are excited, it will calm you.”― William Ewart Gladstone